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Public API Reference |
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This is the interface for the actual plugin. More...
#include <ivaria/dynamics.h>
Public Member Functions | |
virtual void | AddStepCallback (iDynamicsStepCallback *callback)=0 |
Add a callback to be executed when the dynamic simulation is being stepped. | |
virtual csPtr< iDynamicSystem > | CreateSystem ()=0 |
Create a dynamic system and start its simulation. | |
virtual iDynamicSystem * | FindSystem (const char *name)=0 |
Find a system by name. | |
virtual void | RemoveStepCallback (iDynamicsStepCallback *callback)=0 |
Remove dynamics step callback. | |
virtual void | RemoveSystem (iDynamicSystem *system)=0 |
Remove the dynamic system from the simulation. | |
virtual void | RemoveSystems ()=0 |
Remove all dynamic systems from the simulation. | |
virtual void | Step (float stepsize)=0 |
Step the simulation forward by stepsize milliseconds. |
This is the interface for the actual plugin.
It is responsible for creating iDynamicSystem.
Main creators of instances implementing this interface:
Main ways to get pointers to this interface:
Main users of this interface:
Definition at line 78 of file dynamics.h.
virtual void iDynamics::AddStepCallback | ( | iDynamicsStepCallback * | callback | ) | [pure virtual] |
Add a callback to be executed when the dynamic simulation is being stepped.
virtual csPtr<iDynamicSystem> iDynamics::CreateSystem | ( | ) | [pure virtual] |
Create a dynamic system and start its simulation.
virtual iDynamicSystem* iDynamics::FindSystem | ( | const char * | name | ) | [pure virtual] |
Find a system by name.
virtual void iDynamics::RemoveStepCallback | ( | iDynamicsStepCallback * | callback | ) | [pure virtual] |
Remove dynamics step callback.
virtual void iDynamics::RemoveSystem | ( | iDynamicSystem * | system | ) | [pure virtual] |
Remove the dynamic system from the simulation.
virtual void iDynamics::RemoveSystems | ( | ) | [pure virtual] |
Remove all dynamic systems from the simulation.
virtual void iDynamics::Step | ( | float | stepsize | ) | [pure virtual] |
Step the simulation forward by stepsize milliseconds.
If the physics engine is ODE, then you must take care of calling the update of the dynamic simulation with a constant step time, otherwise the stability of the simulation might suffer. The Bullet plugin doesn't have the same problem because it uses a constant step time on its own.